diff --git a/systems.tex b/systems.tex index 57fc76fdefa64e957ddf6fc6446c94dbb4cbe21f..de186c319bd92a39f6416510a6c1ff320ade506f 100644 --- a/systems.tex +++ b/systems.tex @@ -128,6 +128,47 @@ Failure results in an additional 3~\glspl{fatigue}, as the characters bang their \subsection{Town Activities} +\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{varies} +The \gls{guard} should guard against the forest, not hide (nor drink) in towns. +Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly. + +\sidebox[20]{ + \begin{boxtable} + + \textbf{\gls{tn}} & \textbf{Location} \\\hline + + 5 & Friend's Home \\ + + 6 & \gls{healersGuild} \\ + + 8 & Slums \\ + + 9 & Tavern \\ + + 9 & Rich Neighbourhood \\ + + 10 & Market \\ + + 12 & \gls{sunGuard} Station \\ + + \end{boxtable} +} + +\Gls{guard} characters can add any rank they have earned to any rolls. +`Fodder' add nothing, while `Diggers' can add +1 to the roll. + +Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]). +\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll. + +A tie indicates the character has been caught, and should leave (but suffers no punishment). +Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected. +Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on. + +\paragraph{Getting caught} +demands an immediate \roll{Wits}{Deceit} roll (\tn[10]). +Failure means a trip to the \gls{court}. +Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult. + \makeRule{buyService}{Judging services}{Wits}{Empathy}{9} It's never easy knowing whom to hire. Every time someone hires someone as part of a service, they should make a roll. @@ -154,7 +195,7 @@ A tie means the character gets the item, but the victim immediately notices the \makeRule{request_danger_job}{Requesting dangerous jobs}{Charisma}{Empathy}{depends on location} Thieves, brigands, and illegal adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'. Dangerous jobs require a level of trust. -Charismatic characters who show care and understanding stand a much better chance of hiring help. +Charismatic characters who show care and tact stand a much better chance of hiring help. \sidebox{ \begin{boxtable}[lY]